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Core now depends only on Friflo.Engine.ECS — no MonoGame, no platform. The windowed MonoGame host moves to the new MrGameEng.Host library: GameHost, GameHostOptions, visual scene transitions (OverlayTransition, Transitions.Fade/Wipe, TransitionRenderer) and the Input feature (namespace MrGameEng.Input is unchanged). Transition timing stays in Core (SceneManager exposes ActiveTransition/TransitionCoverage/ TransitionPhase; the host draws the overlay). EngineContext loses its GraphicsDevice property: hosts publish the device as a service and graphics code reads it via context.GetGraphicsDevice() in Graphics. Core gains HeadlessHost: a fixed-timestep loop without a window or GPU (Tick/RunTicks, Run with wall-clock pacing and lag resync) for dedicated servers, batch simulation and tests. Graphics and Audio now carry their own MonoGame.Framework.DesktopGL reference instead of inheriting it from Core. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
118 lines
3.1 KiB
C#
118 lines
3.1 KiB
C#
using MrGameEng.Core;
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using Xunit;
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namespace MrGameEng.Core.Tests;
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public class HeadlessHostTests
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{
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private sealed class CountingScene : Scene
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{
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public int LoadCount;
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public int UnloadCount;
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public int UpdateCount;
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protected override void OnLoad() => LoadCount++;
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protected override void OnUnload() => UnloadCount++;
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public override void Update(GameClock clock)
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{
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UpdateCount++;
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base.Update(clock);
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}
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}
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[Fact]
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public void RunTicks_AdvancesClock_ByExactFixedStep()
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{
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var scene = new CountingScene();
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using var host = new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 10f }, scene);
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host.RunTicks(30);
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Assert.Equal(0.1f, host.FixedDeltaTime, 3);
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Assert.Equal(30, host.TickCount);
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Assert.Equal(3.0, host.Context.Clock.TotalTime, 3);
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Assert.Equal(30, scene.UpdateCount);
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}
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[Fact]
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public void FirstTick_LoadsTheInitialScene()
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{
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var scene = new CountingScene();
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using var host = new HeadlessHost(new HeadlessHostOptions(), scene);
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Assert.Equal(0, scene.LoadCount);
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host.Tick();
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Assert.Equal(1, scene.LoadCount);
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Assert.Same(scene, host.Context.Scenes.Current);
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}
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[Fact]
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public void Dispose_UnloadsTheActiveScene()
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{
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var scene = new CountingScene();
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var host = new HeadlessHost(new HeadlessHostOptions(), scene);
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host.Tick();
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host.Dispose();
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Assert.Equal(1, scene.UnloadCount);
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Assert.Null(host.Context.Scenes.Current);
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}
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[Fact]
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public void Run_StopsWhenCancelled()
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{
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using var cancellation = new CancellationTokenSource();
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var scene = new CancellingScene(cancellation, afterTicks: 5);
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using var host = new HeadlessHost(new HeadlessHostOptions { Realtime = false }, scene);
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host.Run(cancellation.Token);
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Assert.Equal(5, scene.UpdateCount);
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}
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[Fact]
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public void TimeScale_StillApplies_OnTopOfFixedStep()
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{
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var scene = new CountingScene();
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using var host = new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 10f }, scene);
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host.Context.Clock.TimeScale = 3f;
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host.RunTicks(10);
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Assert.Equal(3.0, host.Context.Clock.TotalTime, 3);
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Assert.Equal(1.0, host.Context.Clock.UnscaledTotalTime, 3);
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}
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[Fact]
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public void NonPositiveTickRate_Throws()
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{
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Assert.Throws<ArgumentOutOfRangeException>(() =>
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new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 0f }, new CountingScene())
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);
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}
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private sealed class CancellingScene(CancellationTokenSource cancellation, int afterTicks)
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: Scene
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{
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public int UpdateCount;
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protected override void OnLoad() { }
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public override void Update(GameClock clock)
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{
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UpdateCount++;
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if (UpdateCount >= afterTicks)
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{
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cancellation.Cancel();
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}
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base.Update(clock);
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}
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}
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}
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